Reconnaissance and Intelligence
Reconnaissance reports now use five intelligence tiers. The information revealed depends on your reconnaissance capabilities and the target’s protection.
T0 — Broad estimate: an approximate range for the total operational fleet.
T1 — Basic reconnaissance: hull sizes present and rough resource estimates.
T2 — Fleet size estimates: estimated numbers by hull size, resource ranges, and the presence of buildings and defenses.
T3 — Detailed reconnaissance: individual ship types with quantity ranges, including damaged ships, and estimated building and defense levels.
T4 — Exact intelligence: exact ship counts, damaged ships, resources, and building and defense levels at the time of the scan, where applicable.
Unknown information is explicitly marked as unknown. It should not be interpreted as an empty fleet or an undefended target. Reports include their capture time and warn when a snapshot is more than 24 hours old. Repeated scans do not automatically narrow estimated ranges.
Reconnaissance Ships and Protection
Ordinary probes provide basic intelligence rather than automatically revealing the entire target.
Advanced probes with Signal Intelligence level 2 can obtain T4 intelligence if the scan overcomes the target’s protection.
Stealth Ships and appropriately equipped command vessels can reveal ship types and approximate quantities.
Reconnaissance quality and detection take research, defending ships, electronic warfare, operational defenses, stealth fields, and applicable patrol coverage into account.
Successful, undetected T4 reconnaissance of planets, moons, outposts, and mining fleets can also reveal the target owner’s completed combat research. This does not include allied reinforcement research or every source of combat bonuses.
Hidden Observation and Counterespionage
Hidden observation provides a broad estimate on arrival, followed by a new snapshot every 30 minutes.
Observation preparation improves over time, reaching its maximum after 2 hours.
Only one active observation mission per player can be assigned to the same target.
Detection ends the observation mission. The reconnaissance group either escapes and returns or is intercepted.
Previously transmitted reports remain available even if the reconnaissance group is subsequently lost.
Undetected observation missions remain hidden from enemy phalanx scans during travel, observation, and return.
Spy Sweeps now cover your moons as well as your planets within range.
Sweep reports distinguish between spies that escaped and those that were destroyed. Each target has a 60-minute sweep cooldown, preventing repeated sweeps through different arrays.
Detection notifications identify the sender and distinguish detection from interception.
Asteroid Field Reconnaissance
General field scans show visible mining activity.
From the activity report, you can select a specific mining fleet for detailed reconnaissance.
The resulting intelligence includes that mining fleet and its arrived escorts, rather than exposing every fleet in the field at once.
Round-Based Battles - BETA SERVER
These interface changes apply wherever round-based combat is already enabled. They do not enable round-based combat in other universes.
Each side’s round-log section now shows that side’s own losses.
Both sides’ losses remain visible during an ongoing battle. Attacker losses appear under Attackers; defender losses appear under Defenders.
Damage dealt and damage absorbed by enemy shields are labelled separately.
Ship images have been added to fleet composition, loss, and reinforcement displays.
Fleet compositions are expandable, keeping large combined battles easier to read.
Enemy ship types become visible after their first resolved round.
Reinforcement entries show the ships that joined that round, rather than substituting their current surviving fleet.
Battle Intelligence
If the defender wins a battle in a single round, the attacking side does not receive the defender’s fleet composition or losses. The report explicitly explains that this intelligence was not transmitted. This also applies to ordinary battle reports; it is separate from the round-log presentation changes.
Inventory Selection
You can now prepare selections directly from the main item menus instead of finding everything again when you are ready to recycle or transfer it.
Mark artifacts and Leadership modules for dismantling from their respective inventory screens.
Mark crew contracts for transfer from the crew menu.
Choose how many copies of a stacked item to mark.
Select eligible items in bulk by rarity or crew grade.
Filter the inventory to show only marked items.
View the expected shard or hiring-point value of the selection.
Selections are saved per player and universe and reused in the Laboratory and Guild interfaces.
Marking an item does not dismantle or transfer it. The final action still requires confirmation.
Items that become unavailable are excluded from processing.
Larger selections can be processed in batches without losing the remaining marks.
Guild Station — S0
The Guild now opens in a dedicated station window.
Hiring, crew contract transfers, and transfer history are organised into separate tabs.
Added a countdown to the next offer refresh.
Marked crew contracts are available directly in the transfer screen.
Crew contract transfers require your command vessel to be present at the Guild station.
Transfers include a confirmation listing the selected contracts and their value.
Departure is blocked while a transaction is still being processed or its result is awaiting confirmation.
Command Vessels and Expeditions
Fixed command vessels incorrectly entering recovery when all accompanying ships were destroyed, despite the command vessel still having HP.
A surviving command vessel now returns with its remaining HP, even without surviving escorts.
Fixed the same issue during beacon collection.
A lone surviving command vessel carries loot only within its own cargo capacity, while preserving existing expedition rules for cargo-free rewards.
Improved handling of interrupted or repeated mission processing to prevent inconsistent command-vessel damage and mission results.
Recovery after actual destruction is unchanged: the vessel returns from recovery with 50% hull, and repairing the remaining damage is still a separate action.
Fleet Supply and Vacation - BETA SERVER
Where fleet supply is enabled:
Leaving vacation no longer automatically places stored ships into a new recommissioning period.
Supply charging remains paused until vacation exit is processed.
Billing resumes from the exit time without charging for the vacation period.
Existing unpaid supply debt is not cleared by entering or leaving vacation.
Galaxy Map
Fixed a mobile touch issue where tapping a system while the asteroid filter was open could select a filter result instead.
Planet type and size filters now exclude already colonised planets.
Fully occupied systems no longer incorrectly reappear as containing generated, uncolonised planets.
Visual Updates
Added the missing building artwork for:
Dyson Sphere.
Molecular Assembler.
Quantum Nexus.